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My idea
Add dart gun called MK1011 (concept art and description below)
How it can/would serve a purpose
MK1011 is dart gun that shoots special darts with tracking, and [REDACTED], this weapon isn’t designed to kill, but to catch humanoid SCP’s, or to escape from them, poison in dart makes them fall asleep for x seconds (the number can change due to balancing and etc.), but they will wake up when they will get attacked. The dart also has tracking in it, so after SCP will wake up and escape, you’re going to be able to see how far you are from SCP. MK1011 can hold only 2 darts at the same time, and doesn’t need to be reloaded between shooting, but it must be reloaded when the chamber will be empty. The ammo for this weapon will be really hard to find, and gun itself would be even harder to find, and will be very limited. Gun does work only on SCP’s with blood where poison can be injected (works on scp’s like 082, or 049 , but not on 173). Rifle also spins darts really fast so they can get through clothing.
Why I think it should be done
I personally think that this would be intresting idea, especially in blackout, where you will be able to track some stronger SCP's better so game wouldn't be whole 1 hour of cat and mouse with SCP. And when stronger SCP will attack that you, or your team cannot defeat (at least at that momment), it can help you escape, it will also reward players who cooperate.

My idea
Adding exploratory missions/expeditions to the Recon gamemode.
How it can/would serve a purpose
Raises popularity to the Recon gamemode due to having more than discovering a new SCP - exploring it/its internal world.
Why I think it should be done
Adding explorations/experiment logs of well-known SCPs like 2935 and 093s <<color>> tests would raise the popularity of this game from letting people dive into it. Like using 342 and watching yourself being taken to the other dimension, or becoming 507 and teleport into pitch black location with a "Smiling Man" being your only partner here.
How it can be done
After choosing the Recon mode, the player can select from two options: Detection Protocol and Exploration Protocol. The 1st option leads you to the undiscovered SCP, and the 2nd - forces you to explore dimensions/buildings/worlds that are inside of (or) an SCP.

My idea: Adding non euclidean geometry
How can it serve a purpose: It would complicate the task of getting out of reality/dimension anomalies.
Why I think it should be done: It would help create an anomalous feeling when reality breaks down.
How can it be done: Firstly this can be applied to SCP-106's pocket dimension and add a lot to it for example, going around the same corner many times adding even more urgency to the situation. Secondly reality warping SCP's could have the ability to expand the space in a room. So for example going around the edges of the room would be faster than going straight through. Also the SCP could then expand hallways so that they are very long or by making them EXTRA THICC. Low hume levels could cause it to happen too.
Relevant images/concepts: Well, these youtube videos summarize perfectly what I mean.

My Idea: Implement SCP-2124
Hello there
After some brainstorming, we (a friend and i) came up with the idea to implement SCP-2124, the Conceptual Knife.
How it can/would serve a purpose
Locked in People could get another SCP-Weapon like this. The knife isnt THAT strong but it would be nice to have it, especially if you dont have any other weapon. Why I think it should be done
It would just be funny if you try to kill an unarmored D-Class, just to find out he has this knife.
How it can be done
Add the pizza box at a room (its chamber). If someone finds his/her way to it and is able to open the door, he/she can get such a knife.
The knife is not visible and does slightly more damage then a regular knife.
Relevant images/concepts
Its still just a suggestion, let me know what you think (Poll and comments)
Cheers
Ashirg

My idea:
Add smells to the game.
How it can/would serve a purpose:
Smells could be smelled (duh) by players, and either given a visual or audio notification of the smell the are perceiving, or have the cause of the smell highlighted to recognize it.
Smells would tell players if other players and SCPs have been in the area and what to expect, so they would add some degree of investigation and planning.
However, smells provide two major threats. Smells could cause physical responses and side-effects from players such as nausea (shaky vision), headaches (audio impairment), vomiting (slower movement and the smell of vomit), coughing and sneezing (noise). Smells can also affect an NPC or an SCP's behavior: they can be attracted or repulsed by them, be compelled to investigate them, comment on them if capable of speech, or enter a rage state in a manner similar to sharks (I mean, it's a myth, but it conveys the idea).
The ideas I had are:
-blood: pools of blood, fresh corpses, wounds, blood tracks (tracks you leave if you stepped on, you guessed it, blood) attract SCPs and could enrage SCPs such as 058 or 082, also triggering physical responses in players;
-fire: gunfights, flamethrowers, recently activated tesla gates, burnt stuff such as electronics or flesh leave a lingering smell, but floating particles may have players cough or sneeze;
-corpses: old corpses would attract or repel SCPs and NPCs, also triggering physical responses in players and NPCs;
-sweat: after long, physical exercise (for instance, running) or in warm areas, players will begin sweating and may attract predatory SCPs such as 939 or 940.
There could be many more ideas for smells, other than these.
Why I think it should be done:
It could add some realism and interesting strategy components and threats to players.
How it can be done:
I think that it could be done in a way similar to Half-Life: things that smell emit a ''noise'' that would be technically considered a sound, but that triggers the above responses from AI and players. This video has more info on how Half-Life implements smells: https://www.youtube.com/watch?v=1tvz0WVaQGg&t=144s
Relevant images/concepts: N/A.

Okay, so a while ago, I made a long list of SCPs I like and always wanted to be part of a game, as well as several other ideas for an SCP game. So, I here are some ideas I had of things to add:
(Forgive me if these have been said before. I looked through and tried to avoid ones previously mentioned, but I'm not omnipotent. Unlike 343. Nerf him, please.)
SCP-005: SCP-005, although obviously not a playable SCP, could be found tucked away somewhere. Extremely hard to get at for balance purposes, but certainly useful. It would be an item, of course, something that replaces the keycard. It could open doors even the highest Keycard couldn't open. For example, doors that are locked down.
SCP-008/SCP-009/SCP-012: Some more unplayable SCPs, things to add more flavor. I like the idea of important items or something useful being found in the chambers for these SCPs. Perhaps you may have to do some parkour or something to avoid 009 and get a gun of sorts? It just seems like these are so popular, it would be a shame not to use them, especially considering how big this game seems like it will be.
SCP-017: This could be an extremely fun SCP to play as. Perhaps it can only attack people who interrupted a flow of light? Maybe you could counter it by donning a reflective garment or turn off the lights? Not really sure. Oh, wait! Imagine SCP-079 being able to turn on the lights in certain rooms, thus allowing SCP-017 to devour anybody inside?
SCP-066: Perhaps this one can use a 'Beethoven attack', in which he blasts Beethoven loudly, causing anybody affected to have their sound muted? Sounds like a meaningless attack, but being unable to hear gunshots nearby, footsteps, 173 cracking necks, or the speech of your teammates could be deadly. Very deadly, actually. In a game, you have two senses: Sight and Hearing. To have one of those removed would be a very effective attack. Perhaps it could only be temporary. Whatever, including this one, would be nice.
SCP-076-2: Just imagine how fun it could be to play as this SCP. Being able to summon a sword mid-air, and use it to slay enemies left and right... it wouldn't be too hard to implement, and an incredibly fun addition, I feel. Giving the fact SCP-073 is going to be added, at least according to this thread, to not include his counterpart feels like a bit of a waste.
SCP-079: I'm pretty sure this one was going to be included anyway, but I wanted to add this here just in case. He could affect the Facility Systems, being able to open and close doors to trap players or release SCPs, flick off and on lights, initiate decontamination procedures, lockdown certain areas, open containment chambers, communicate to SCPs through the PA System, lock doors entirely to prevent them from being opened without SCP-005, activate and deactivate the Sprinkler System... Of course, he could be countered by 'hacking' the systems or turning off certain switches, like Remote Door Control, kind of like SCP: Containment Breach. It's not like other SCPs couldn't turn them back on, so he would never be left completely useless unless all other SCPs are dead. This would be INCREDIBLY fun to play as and a shame not to add, in my opinion. He could kill easily with poison gas and such, too.
Wait, what if he could hack into the SCRAMBLE gear? SCP-096 would get a lot more intimidating. Maybe he could even hack into vehicles, like helicopters? He could be killed by shooting him/unplugging him, but SCP-079's door is locked down and requires 005 or something else that's difficult to get to access. Perhaps he can hack and display false images in the Surveillance Room, too?
SCP-087/SCP-093: Not even remotely sure how these could be added. I doubt they will, of course, mainly due to SCP-087's uselessness and SCP-093's... complexity. Granted, SCP-093 could be very cool to play. Perhaps some useful items could be found in the dimension, and players could play as The Unclean? I just wanted to throw it out there. See what you guys can make of it.
SCP-096: Of COURSE everybody's favorite mutated Shy Guy has to be added! Incredibly fun to play as, and insanely useful. Like SCP Secret Laboratory, looking at his face would result in him getting angry, capable of breaking down heavily fortified doors and killing people at sight. In reality, SCP-096 would hunt down whoever found him specifically, but that doesn't seem like very much fun. I would say that fact would have to be forgone to make way for a better and more entertaining game. Would feel a bit cheap if the second you saw his face, you are GUARANTEED to die. He could just hide behind doors and wait for someone to open them, seeing his face and ruining the fun. That would also result in SCP-096 being unfun to play, because you can't control your character the second you can actually kill people.
SCP-106: Obviously. Able to pass through walls and doors, send people to an ever-changing Pocket Dimension... It's practically a requirement to add this one.
SCP-127: This has been said before, but SCP-127 would be very fun. Sure, SCP-127 takes forever to recharge, so we could counter it by making it very powerful. The gun would deal TONS of damage as the trade-off for only being able to use it once per game and with limited ammo.
SCP-162: The Ball of Sharp. There really isn't anything to be said about this. You turn around the corner, SCP-079 playing havoc with the lights as you run from 096, and slam right into 162. Nothing really special about it.
SCP-178: Really, this one I was skeptical about myself. It would be a shame not to add such an iconic SCP, of course, but not required. Maybe it's just an item. Only being able to attack players wearing it would be incredibly boring. Simply don't put it on.
SCP-280: Nothing special to note about this. Just a playable SCP you can attack people with.
SCP-294: Unplayable SCP, of course. Imagine the fun you can have with this! Typing in Antimatter and killing everybody within a 10-20 meter radius would be fun. Not adding this would be an insult to SCP, in my opinion. Incredibly iconic.
SCP-427: Look this one up yourself. Very nice item SCP. Imagine what you could do with this.
SCP-457: This one could be very fun to use! He could require Fuel, a resource obtained by burning flammable materials, such as organic bodies, papers, wood, gasoline, and oil from vehicles, etc. He slowly loses fuel, with each unit of fuel reducing his power slightly. Not enough to be detrimental or even noteworthy until a little bit into the game. The loss of fuel is exponential, resulting in him eventually dying when he runs out of fuel. However, on the opposite side of the spectrum, gathering excessive fuel INCREASES his power, with a cap that allows him to wreak havoc with the world. Gasoline could be found in pipes which could be broken, or SCP-079 could release oil and gas from various pipes to feed 457.
He would have plenty of health, and bullets wouldn't really work on him. The only way to kill him would be to use Fire Extinguishers, water from taps or 294, or the sprinkler system. You could activate it by burning something in front of a Smoke Detector, or if that is too easy, pulling a switch to activate it. This would cause 457 to wither away fast, at least within the facility. In the event the Sprinkler is activated, an SCP such as 079 or someone else would have to turn it off, 457 would have to leave the facility, hide under some cover, or die. Outside, he could absorb the foliage, perhaps.
SCP-500: 'Nuff said.
SCP-513: Perhaps SCPs could ring the bell in front of non-SCPs to release SCP-513-1? Maybe this wouldn't be fun to play as. Not sure. Just an idea.
SCP-650: Not a playable SCP. Perhaps too silly to add. Again, not sure.
SCP-682: Not adding this guy would be sad. The unstoppable lizard monster, only being able to be stopped by being trapped in a room, which can be filled with acid. Perhaps every section is separated by a large room, which can be used to trap 682? Maybe he can simply be incapacitated by tanks and missiles and stuff? Honestly, adding this is necessary I feel, though I'm not entirely sure how he would play.
SCP-714: Obviously.
SCP-860: See, this is an example of an SCP that wouldn't be very fun to play as. I find it's important this one is added, being such an iconic one. Playing as SCP-860-2 (The Wolf Creature) wouldn't be fun unless someone enters SCP-860-1 so he could actually do something. Advice and suggestions on this one would be appreciated.
SCP-895: Self-explanatory.
SCP-914: Again, self-explanatory. Upgrade your items, your keycards, and downgrade your fellow teammates VIA the Rough Setting, crushing and burning them into a fiery pulp.
SCP-966: Once more, self-explanatory.
SCP-1048: This one could attack and kill people, and then turn them into those ear creature things.
SCP-1499: Classic SCP. Not sure how it would play, or if it would be too cheesy or not. Whatever, nice SCP to use to store things or escape from imminent death.
Of course there is also the interesting item SCPs I mostly avoided, like 1123, 1074, and so on. But there are a few other things I would like to see.
The Sprinkler System, which, of course, would be used mainly as a mechanic for 457. Perhaps the water on the floor also causes people to slip and slide. Able to be hacked by SCP-079, turned off and on VIA Switch, and so on.
The PA System, which would serve as a way for players to communicate with the entire facility, and for SCP-079 to communicate with others.
Acid Rooms, which serve as a way to trap SCP-682. Not really sure about this.
Store Rooms, Archive Rooms, Document Rooms, Office Blocks, Cell Blocks, Tesla Coils, etc. Not really much to say about this.
Surveillance Rooms, which act as a way to monitor the SCP Facility. Can be hacked by 079 to display false images, perhaps. That would be very fun.
Server Rooms, which can access many features around the facility or be used to shut off some of SCP-079's abilities.
Alpha Warheads and Omega Warheads, naturally. Can't have an SCP game without them.
Maintenance Tunnels, like in SCP:CB.
Helicopters, because why not?
Okay, fine. This was an insane list, a huge one, and I may be expecting too much from this game. But at the very least, 005, 066, 076-2, 079, 096, 106, 127, 294, 457, 500, 714, 914 and 1048 should be added. At least, that's my TOP Tier Wish List. The rooms and helicopter are also neat, I think.
Sorry if I just repeated features already planned. I just wanted to get this out. Thanks.
Cheers.
EDIT: Oh, yes. I don't think 343 should be added. He would be too OP and there isn't a believable story as to why he couldn't do anything I can think of. Also, a Sewer System would be awesome for 682 to inhabit. And I didn't mention several SCPs I want to be added because they were already suggested in other places, of course. Once again, thanks and cheers.

About us

Affray Studios is an up-and-coming ambitious game studio primarily based in the United States with staff around the globe working together to make something great. We are currently developing SCP: Ascension.